Sbotics - Gamified Framework for Educational Robotics

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Sbotics - Gamified Framework for Educational Robotics Journal of Intelligent & Robotic Systems (2021) 102 :17 https://doi.org/10.1007/s10846-021-01364-8 REGULAR PAPER sBotics - Gamified Framework for Educational Robotics Lucas Moura do Nascimento1 · Davi Souto Neri2 · Thiago do Nascimento Ferreira2 · Francinaldo de Almeida Pereira3 · Erika Akemi Yanaguibashi Albuquerque3 · Luiz Marcos Garcia Gonc¸alves3 · Sarah Thomaz de Lima Sa´ 2 Received: 12 October 2020 / Accepted: 9 March 2021 / Published online: 22 April 2021 © The Author(s), under exclusive licence to Springer Nature B.V. 2021 Abstract This paper proposes a learning framework for Educational Robotics named sBotics, which includes a complete environment for teaching and programming skills acquisition designed for both teachers and K-12 students. Our framework has been developed using a gamified approach with the system and simulated environment developed in the Unity game engine. The main novelty of this platform is its ease-of-use combined with the flexibility to create a variety of scenarios with endless learning potential, in contrast to our evaluations where no alternatives with such characteristics were found for the K-12 range that we are targeting. Also as a contribution of our proposal, robot programs are treated as games that are affected by a disturbance model, which acts in the robotic system and environment variables. This model is introduced in order to approximate what happens in a real robot programming platform. Besides, it is possible for the user, throughout its use, to code in three levels of abstraction: its overly intuitive native programming language called R-Educ, BlockEduc (R-Educ version of Blockly), and C#. Programs can be compiled and interpreted by virtual robots executing any given command. As for teachers, the framework API offers tools that can be employed in the assembly and customization of the learning setup. The whole platform has been built as a tool dedicated to spreading the worlds of Robotics and Programming among youngsters, as well as making them more affordable to everyone. It has been validated by our experiments and is currently being used during the novel Coronavirus pandemic by the official RoboCupJunior Rescue trials in Brazil, currently with more than a thousand competing teams (about 5 thousands students). Keywords Robots · Learning and programming framework · Educational robotics 1 Introduction kind of activity [26, 27], or else by using electronic and mechanical components available in the market and even Educational Robotics can be drawn as a learning method- from scratch in a more cheap paradigm [4]. ology focused on stimulating students’ desire for learning Nonetheless, another way to spread and apply educa- new technologies and subjects [4]. This methodology is also tional robotics is through the use of simulated learning known to attract students’ interest with the use of investi- frameworks or environments, which, besides having the gation by inspiring their creativity, developing a scientific basic teaching capabilities, are software systems that are method through constructive feedback, stimulating logical capable of reproducing real-world behaviors of a given sys- thinking, improving motor skills, and many other methods tem, replicating phenomena and sensations without physical [1, 4]. Educational Robotics methodology is traditionally implications. Nowadays, with the Covid-19 pandemic, this applied through the use of kits, bought specifically for this type of software has been gaining extreme importance, allowing kids to keep previous knowledge while gaining more abilities in programming. Therefore, this paper aims to propose sBotics, an This work is supported by CAPES under grant 001, and by CNPq educational robotics environment with a gamified simulated under grants 311640/2018-4, 154225/2020-7 and 153991/2020-8. learning framework, introducing the methods employed and Lucas Moura do Nascimento results obtained with its application in Robocup challenges [email protected] and classrooms in Brazil. It has been developed using the Unity game engine and C# to offer solutions to some Extended author information available on the last page of the article. problems that will be further mentioned, generating a 17 Page 2 of 20 J Intell Robot Syst (2021) 102: 17 friendly and gamified teaching and learning environment autonomous systems. Actually, a complete special issue in for its users. With this tool, students are able to customize Robotics in Education has been published at the Journal of and program virtual robots and test their knowledge through Intelligent & Robotic Systems [13]. As such, we verified the use of simulations. Additionally, students are capable of its applicability with students from Brazilian Robotics editing and sharing the virtual environment in their desired Olympiad (BRO) [3]andRoboCup Brasil (about 1200 manner. participants) that have used it in 2020, during the pandemic Although Brazil has numerous investments in technol- time, in order to build and program their virtual robots, ogy, the workforce for this area needs to be increased with and submit it for competition, which ran online. The incentives to qualify laborers, in order to match many job W-Educ site running at Natalnet Associate Labs’ server opportunities, new technologies, techniques, and products in (provided by the Federal University of Rio Grande do Norte the country. Another application is the insertion of more stu- Computing Division) [14] has had more than 40 thousand dents in this field (STEAM) without the need of importing program compilations, by the previously-mentioned virtual kits for the assembly of educational robots, which discour- participants of BRO. ages public and private schools to use this powerful teaching Hence, the sBotics platform allows the complete simula- and learning methodology, underexposing students to this tion of every stage of the Brazilian trials of RoboCupJunior area [2, 4]. Rescue Line A, which has been the practical component of Regarding the difficulties of Educational Robotics’ the Brazilian Robotics Olympiad [3] for over a decade. This insertion in schools, this simulator helps to assist students competition is included in the Brazilian selectives for the in the development of their knowledge, without the need for World RoboCupJunior as an incentive for schools to invest high-cost equipment such as the aforementioned setups. It in the Educational Robotics methodology. In this work case, is capable of supplying the user’s needs without depending the use of computers for simulation instead of robotics kits on physical components. However, if a student or teacher may foster educational institutions to adopt said method- already possesses robotics kits, the simulation is still useful ology, as most schools already have computer laboratories due to its similarities to real-world scenarios, meaning that and almost no additional structural costs would be needed. it is possible to test different types of problem-solving Due to the pandemic of the new coronavirus, sBotics was strategies without damaging the robots physically while also selected and is being officially used as an alternative tool accelerating the algorithm’s development cycle. so that the practical component of the Brazilian Robotics Besides, the gamified simulator framework proposed Olympiad could successfully take place in 2020, in a simu- has an extremely attractive interface. Further, as the main lated manner (and through the Internet). We noticed that by contribution, the main goal of gamification is to not foster producing a realistic simulation environment with random the existing and shared feeling in the robotics development disturbances in all of the environment variables, including community that if the simulation succeeded once it is sensor errors, every trial of rescue would be different from doomed to succeed in every other attempt [11, 12]. Breaking the previous one, even with the same setup maintenance. with this premise, we propose an implementation that This approximates this model from the real competition, includes an environment randomization with the generation where the students have severe problems due to light and of more realistic objects and scenarios. This allows real- other factors, mainly after training in a controlled environ- world problems and real-world unexpected issues to be ment. Results demonstrating the main impressions of users present, demanding from the users greater attention in the in the run-up to the 2020 Brazilian Robotics Olympiad will writing of algorithms and preparing them for the problems also be presented in this paper. and difficulties that will be faced when handling real robots Actually, the work and results reported in this paper have in real situations. been achieved after the previous version of this work [5]. Despite being developed mainly for the educational The simulators’ first pre-release was completed after several robotics use case, our proposal also contributes for months of development. After that initial work was done and applications in the several domains of Robotics as presented at the 2019 Latin American Robotics Symposium, human-robot interaction, human-machine interfaces and the development team collected feedback from users to interaction, and also on social and service robotics, which provide a lot more novelties, depicted here. Just recently, in is also the case here. People and researchers from these April 2020, with the pandemic in course, it was suggested topic-areas would benefit from our gamified
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